marctenbosch
Marc ten Bosch
marctenbosch

Based on showing it at PAX East last weekend, it seems we're doing a pretty good job already.

Yes.

Every cube you see in the game is a three dimensional slice of a hypercube.

I chose to leave that out, since it doesn't actually add much to the game.

When rotated 90 degrees in the X1X4 plane for example, something sticking out in X1 would now be sticking out in X4. So it would look shorter in the regular view, since you wouldn't see what is sticking out in X4.

It's important to note that it's a wire-frame tesseract, not a full one.

So, it is actually programmed in 4D. And the cool thing is that it doesn't stop at the zelda part... For example you can rotate objects into the fourth dimension. This is an example of where it becomes clear why actually calling it 4D makes sense.

This is 4D + Time, not 3D + Time.

Each cube you see in the video is actually a hypercube, but since you're only seeing a three-dimensional slice of it, it looks just like a cube.

Ahah, yeah, pretty much.

Yeah, there will be one when we release the game.

It's much easier to just not worry about it and play the game. That's the weird part.

Yeah, you got it.

It's actually rotation on the YW plane...

Ok, so the 3D world planes are stacked on top of each other, in "slices," that's right. At first, the player's plane intersects only one slice, say the temple slice. Then when I press the button, the player's plane (what he can see) rotates by 90 degrees. At this point you see many slices, since the player's plane is

Kinda!

There's actually more than two worlds, but it's difficult to see in this video.

Exactly!

It's mostly like that, but there's a way these areas are connected. Kind of like in "A link to the past."

I'm trying to make it as accurate as I can. We can know for sure what a visual representation of the 4th dimension would look like because it is based on mathematics, and math has very little ambiguity.